• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1#version 450
2layout(triangles) in;
3layout(max_vertices = 3, triangle_strip) out;
4
5struct SceneOut
6{
7    vec4 pos;
8};
9
10void _main(vec4 positions[3], SceneOut OUT)
11{
12    SceneOut o;
13    for (int i = 0; i < 3; i++)
14    {
15        o.pos = positions[i];
16        gl_Position = o.pos;
17        EmitVertex();
18    }
19    EndPrimitive();
20}
21
22void main()
23{
24    vec4 _35_unrolled[3];
25    for (int i = 0; i < int(3); i++)
26    {
27        _35_unrolled[i] = gl_in[i].gl_Position;
28    }
29    vec4 positions[3] = _35_unrolled;
30    vec4 param[3] = positions;
31    SceneOut param_1;
32    _main(param, param_1);
33    SceneOut OUT = param_1;
34}
35
36